From Dustloop Wiki


Beelzebub is a character that likes to apply his safe ranged pressure at the long and mid range and respond accordingly to the options his opponent makes to deal with them. His win condition is forcing the opponent to respect his ranged pressure game enough to where he can push them into the corner and fish for combos or just chip them with his excellent specials and tools, as well as running threatening okizeme with his teleport.
GBVS Beelzebub Nameplate.png
GBVS Beelzebub Portrait.png
High Recovery (30f)
Unique Movement Options

 Beelzebub is a versatile hybrid zoning/pressure-based character who forces mistakes out of the opponent with his special attacks and unique movement.

  • Space Control: f.M and 2M along with 214L allow Bubs to control lots of space with ease.
  • Versatile Fireball: 236x fireballs are very versatile, with the medium version forcing a superjump and all versions being chargeable to be plus on block make them great options in pressure and at a range.
  • Air Approach: j.214x is an anti-anti-air divekick that can be plus on block if spaced well. j.U hits at an obnoxious angle and can be cancelled into j.214x for even more pressure.
  • Quality Specials: The grounded version of 214x is also useful, 214L causes a knockdown at any range, can combo from his main pokes, is safe on block and does a good amount of chip, while 214M hits low and wallbounces on counterhit. 22H allows for wallbounce combo extensions that wouldn't otherwise be possible.
  • Slippery: Has an invincible reversal that covers crossup and a teleport, allowing him to slip out of pressure and the corner with relative ease.
  • Invincible Command Grab: Oppressive command grab which beats mash and can be used as a reversal when he has meter.
  • Risky Options: Karma and his teleport are extremely risky callout options. Karma can be easily interrupted as an opponent is pulled in, and teleport is very punishable without a setup.
  • Slow Reversal: His DP has poor startup allowing other characters to recover fast enough to block it in a lot of cases.
  • Slow Walk Speed: Has to rely on more committal options such as running and j.214x if he wants to approach without getting a hard knockdown from a distance.

Normal Moves

Ground Normals


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 3 6 +2 +6
  • Average c.L, good for pressure.

Very solid jab, plus on block, combos into itself, 2L, and also c.M on crouchers. c.L > walk throw and c.L > walk c.L are strong options on block.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 3 12 0 +4
  • Very short reach horizontally and vertically.
  • Go-to jump-in link button.

Better starter with higher rewards than c.L but with worse frame advantage, being exactly 0 on block. Combos into c.L on crouchers, and on counterhit will combo into itself and 2M for conversions.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800, 200×2 Mid 10 2,2,2 19 -2 +2
  • One of Bubs' best combo starters.
  • High damage juggle filler.
  • Only first hit applies extra hitstun on counterhit.

Mostly used for punishes and combos. Decent frame advantage but worse than c.L or even c.M. Have to delay a button or cancel for each of c.H's 3 hits to connect. Can be used off of any jump-in, but the link is significantly tighter.

Level Attribute

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 200, 150 Mid 9 1,2 16 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

It's an autocombo. Can be delayed slightly for a frametrap from c.L. c.xx > 214M is a frametrap that wallbounces in the corner for high reward.

Version Level Attribute
c.XX 2
c.XXX 3



Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 15 -5 -1
  • Bubs' only light normal that combos into 214L and Black Spear.

Has trouble reaching crouchers, making it a bad poke overall. Best used after confirming a hit with 2L , 2L , f.L or to punish certain spacings on moves such as  Narmaya's Kyokasuigetsu+GBVS Narmaya 236X Kagura.pngGuardMidStartup15 [7]Recovery20Advantage-7 on block.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 8 4 17 -6 -2
  • Fast startup for its range.
  • Pretty much as good as it looks.

Solid poke from further ranges. Always combos into 214H. Combos into 214L if you're close enough and at any range on crouchers.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 10 9 21 -11 -7
  • Good long-range anti-air with great conversions into Rush.
  • Very good reward on counter hit thanks to 22H.
  • Susceptible to being whiff punished.

Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool. Has 3 points it can hit. point blank 10 frame startup, midrange 12 frame startup, and the most common range it will be hit or blocked will be 14 frame startup. because of this more often than not it will be -12 on block and -8 on hit

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6
  • Decent reach for a 2L.
  • Strong pressure and confirm tool.

2L > 2L, 2L > c.L and 2L > 2M are frame traps. 2L > 2M and 2L > c.M combo on crouchers, making it a good confirm if you're not in range for c.L anymore.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 6 14 -5 -1
  • Great range for the startup.
  • Lots of active frames and disjointed towards the later parts of the move.

Great poke, but slightly lower range than f.M. Ending a blockstring with 2M leaves you safe and in a good position to special cancel. Always combos into 214H and 236236H. Combos into 214L if you're close enough and at any range on crouchers. Combos into 214M on counterhit for slightly more damage.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 12 6 24 -13 -9
  • Hits in the back too.
  • Incredible vertical reach but poor horizontal reach, the latter being better covered by f.H.

Bubs' primary anti-air with a massive hitbox, combos into 22L/H on counter hit, and without counter hit at very low heights. Used to combo into 22L/H during ideally far-distance corner juggles.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 9 6 18 -9 HKD
  • Sets up for a safejump: on a grounded opponent 2U > regular jump forward + button / during juggles 2U > super jump forward + button.
  • Sets up for 5U okizeme. 5U , 2L teleports in then performs a safe meaty when in the corner only.

Decent sweep, can be spaced to be not punishable. Hard knockdown on hit, and can confirm into 214L/H and 236H.

Level Attribute

Air Normals


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until L 0
  • Active until landing.
  • Useful during air-to-air scrambles.
  • Shrinks Bubs' hurtbox pretty well.

Ideal normal to press in aerial clash situations, mostly out of dive. Will beat out opponent's attempts to clash > air throw.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 High/Air 7 9 Until L
  • Does not cross up.

Very good horizontal reach and active frames, making it your go-to air-to-air poke.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400, 200×2 High/Air [All] 9 2,2,2 Until L
  • 3-hit air normal. Once a hit has been blocked, the remaining hits can be blocked low.
  • Better than j.M as a long range jump-in, but harder to convert off of.

Easy to confirm into j.214H thanks to the multi hit.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 11 12 Until L
  • Competent as an air-to-air sometimes, but less horizontal reach than j.M/H.

By far Bubs' best jump-in. Amazing vertical reach and active frames, making it extremely hard to anti-air. Won't be plus if used at the very crest of its range, requiring a cancel into j.214x to keep being plus.

Level Attribute

Unique Action



Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Total 36 12~25 All

Bubs does a teleport forwards. The distance travelled is fixed, but it's fast enough to be plus after landing a throw or an EX move. A good escape tool out of the corner when properly spaced. Can be punished when reappearing by 5L auto-combo if opponent is at its travelled distance.

Level Attribute

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD HKD

You can run after both throws and meaty the opponent with a 2L.

Forward Throw

Forward throw > 5U , 2L leaves you at an advantage right next to the opponent with an additional safe meaty at the cost of a sideswitch. Forward throw also leads into a safejump with regular jump + button in the corner.

Back Throw

Back throw has less frame advantage than forward throw so you can't safejump after that one. Can still use 5U to close the distance, but you won't have time for the safe meaty.

Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Airthrow 5 5 Until L+6 HKD HKD

Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty. Go-to option when opponent aims to superjump past 2H. Using this or j.L when Unisonic clashes is recommended.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1 4-36 Throw
23-36 Low
22-35 Airborne
  • Dodges low hitboxes very well.
  • Good reach.
  • Positive if blocked late enough into the active frames.

One of the better universal overheads. Extremely high reward on counter hit with c.H. Also useful to counter hit opponents anticipating a throw thanks to its airborne property. You can even combo into it after 22H, or whiff it after a 22L for a mixup.

Level Attribute

Special Moves

Black Flies

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L lvl 1 800 All 16 Total 44 -4 0
236L lvl 2 800, 100 All 31 Total 59 +3 +7
236M lvl 1 900,100 All 38 Total 57 +4 +12
236M lvl 2 900,100×2 All 58 Total 77 +11 KD
236M lvl 3 900,100×4 All 83 Total 102 +26 KD
236H lvl 1 500, 500, 100 All 16 Total 57 +2 HKD
236H lvl 2 500, 100, 500, 100×2 All 31 Total 72 +9 HKD
236H lvl 3 500, 100×2, 500, 100×4 All 46 Total 87 +23 HKD

Beelzebub's projectile. All versions can be charged and made plus, making it a cornerstone in Bubs' ground pressure game. Having access to plus frames at a distance also helps his poking game, as he can continue pressure with f.M and f.H while fishing for counterhits.

  • Fires 1 feather.
  • Can be charged to make it hit twice and be +3 on block.

  • Fires 7 feathers stacked vertically dealing 2 hits.
  • Can partially charge for 3 hits and fully charge for 5 hits.

  • Fires 1 feather dealing 1 hit then 7 feathers stacked vertically dealing 2 hits.
  • Can partially charge for 5 hits, and fully charge for 8 hits.
  • Sets up for 5U okizeme: f.L (whiff) , 5U.
Version Level Attribute
236L lvl 1 2
236L lvl 2 2
236M lvl 1 2
236M lvl 2 2
236M lvl 3 2
236H lvl 1 2
236H lvl 2 2
236H lvl 3 2

236L lvl 1:

  • Easy Input Damage: 700

236L lvl 2:

  • Easy Input Damage: 700, 50

236M lvl 1:

  • Easy Input Damage: 800, 50

236M lvl 2:

  • Easy Input Damage: 800, 50×2

236M lvl 3:

  • Easy Input Damage: 800, 50×4

236H lvl 1:

  • Easy Input Damage: 400, 400, 50

236H lvl 2:

  • Easy Input Damage: 400, 50, 400, 50×2

236H lvl 3:

  • Easy Input Damage: 400, 50×2, 400, 50×4

Langelaan Field

GBVS Reversal.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 1000 All 11 6 33 -24 KD 1~16 All
623M 1000 All 19 15 24 -24 KD 1~27 All
623H 1200 Mid 11 6 37 -24 HKD 1~16 All

Bubs' invincible reversal. Hits all around him but doesn't have much horizontal range in front of him. Has poor speed, smaller hitbox than visual, and very punishable. The field can hit opponents jumping over him, and if it does, it can throw the opponent over and in front of him.

  • Fastest non-EX version.

  • Delayed, which has its own upsides and downsides. Can catch a few setups and option selects.

  • As fast as the L version.

Air unblockable, which makes it a guaranteed anti-air depending on the opponent's character. Can lead to a corner safejump if you hit the opponent high enough with it. Safer option for dealing with low, horizontal air approaches such as  Metera's ZephyrGBVS Metera 4U.pngGuardStartup21RecoveryTotal 21Advantage- and  Charlotta's Noble StrategyGBVS Charlotta 22X.pngGuardStartup26RecoveryAdvantage- as opposed to 2H.

Version Level Attribute
623L 2
623M 2
623H 4


  • Clash level: 14
  • Easy Input Clash level: 10


  • Clash level: 16
  • Easy Input Clash level: 10


  • Clash level: 18
  • Easy Input Clash level: 10


GBVS Strike.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 200×2, 600 Mid 16 3,2,2 23 -6 KD
214M 250, 300, 700 Low 20 2,2,2 22 -5 KD
214H 200×6 Low×3, Mid×3 14 2×3(3)2×3 20 -3 HKD

Bubs' combo filler special and safe neutral option. Good to space with and provides a knockdown anywhere. Susceptible to being jumped over.

  • Hits mid.
  • Basic combo ender from aerial hits, 214M should be used where possible on ground hits for more damage.
  • Slightly disjointed, making it incredible for poking in neutral.

This is it. This is the move. The cornerstone of Bub's midscreen zoning. Conditioning people to roll or jump 214L on read is key to a high-damage punish game.

Hits in front of Bubs, great for ending combos and controlling space. Chips a surprising amount of health and a good pressure ender since it is safe. Can be rolled through if the opponent is far enough. If Bubs performs 5U after and they backtech or don't tech you are plus.

While the move is essentially a large, spammable disjoint, it should be noted that characters can punish it by drifting just outside its range with advancing specials, such as  Vira's Scarlet OathGBVS Vira 214L.pngGuardMid, MidStartup14Recovery15Advantage-1 and  Yuel's Starlit SkyGBVS Yuel 236X.pngGuardAllStartup14Recovery16Advantage-3.

  • Hits low.
  • Wall bounces on counterhit.

A frame trap to be respected thanks to its wallbounce. Safe on block. Start throwing this out if your opponent is rolling through 214L. Deceptively snappy recovery, so opponents trying to whiff punish it might find themselves eating a f.M or f.H if they're even slightly late.

  • Fastest version.
  • Hits low at first, then mid.
  • Wall bounces on hit.
  • Sets up for 5U okizeme: f.L (whiff) , 5U.

Safe on block and a combo extender to boot. Bear in mind that using this will also make your divekick go into cooldown. Is a true blockstring from autocombo ender.

Being Bub's only combo wallbounce, this move becomes incredibly important to have around, especially for conversions that start outside of directly in the corner to avoid spending meter. However, all direct corner combos can use 236H instead for an extension. Considering that that 214X cooldown is often spent on j.214H, this is important to keep in mind.

Version Level Attribute
214L 4
214M 4
214H 4



GBVS SpecialProjectile.png 22X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22L 100 All 25 27 14 -2 +22
22M 100 All 40 27 14 -2 +22
22H 100 All 25 27 19 +2 +29

Bub's gravity vortex, most useful in extending anti-air combos and calling out projectiles. This move goes on cooldown for all version for a period of time even if you use the technical input.

  • Pulls grounded opponents towards Bubs, and plus if spaced.
  • Active frames destroy projectiles, but has to be used pre-emptively because of its slow startup.
  • Pulls in aerial opponents in hitstun, so it's good for confirming off of 2H or far-distance wallbounces from 214H
  • High-hitting f.H antiairs > Rush can convert into 22L in the corner and 22H anywhere on screen.

All versions can be rolled for a heavy punish, so use sparingly in neutral. Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in.

Using Karma in Combos

Karma is an incredibly versatile tool, that allows to Bubs to get extensions where other characters in the cast can't. The most important of these are confirming off of anti-air 2H and counterhit f.H. The former allows for anti-air combos anywhere on the screen, regardless of counterhit state, so is particularly powerful. These longer conversions also help cycle Bubs' cooldowns effectively!

Because of this, it's advised to use in combos Karma only when entirely needed - keeping the cooldown for pivotal moments is paramount. On top of this, Karma does pitifully minimal damage, so all combos using Karma will be doing significantly less damage. Knowing when to pull the trigger on Karma in combos is a key skill to playing Bubs, so it's recommended to learn which conversions require it and which don't, and when to prioritize direct combo damage without Karma over cooldown cycling and okizeme with Karma.

  • Hits right in front of Bubs and pulls from about 1/3 of the screen.
  • Has to hit a little late to be plus.
  • About a 5 second cooldown with technical input.

  • Pulls from about 2/3 of the screen.
  • Has to hit a little late to be plus.
  • About a 5 second cooldown with technical input.
  • The delay allows it to counterhit immediate roll attempts and punish parries such as  Seox's ThunderflashGBVS Seox 236x6u.pngGuardStartupRecoveryTotal 32Advantage-8 when used in immediate response.

  • Same speed as L version and same range as the M version.
  • Always plus on block.
  • About a 12 second cooldown with technical input.
  • Causes the opponent to be in hitstun longer when in the air.
  • Can be confirmed into off of a counterhit f.H for an extended combo both on the ground and in the air.
Version Level Attribute
22L 3
22M 3
22H 3


  • Clash level: 4


  • Clash level: 4


  • Clash level: 4


GBVS Strike.png j.214X or j.S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.214L 900 All 22 Until L+1 16 -2 KD
j.214M 1200 All 34 Until L+1 16 +4 KD
j.214H 800, 400 All 13 Until L+1 16 +4 HKD

Mid-hitting, fast divekick. Cooldown is also tied to ground 214x. How plus a dive is can be determined by how high it hits an opponent's block (the lower it hits, the more plus it becomes).

  • Has to be spaced to leave Bubs at advantage, but is never punishable.

Somewhat fast but reactable, has to be blocked at knee level to be plus. Can combo off of low-hitting counterhit in the corner.

  • Much slower startup than the L version, but dives at the same speed.
  • Much easier to make plus.

Mostly used to bait 2H anti-airs. Can combo non-counterhit in the corner with 2M against most of the cast.  Vaseraga and  Ladiva require the counterhit.

  • Almost always plus.
  • Very fast.

Very solid neutral and combo tool used for whiff punishing, punishing fireballs and skipping neutral in general. On hit, this dive is automatically followed with a launching wing slice which can combo into 236236H or f.H > Rush for big damage in the corner. Can help push opponents into the corner from midscreen, especially from an air-to-air cancel.

Version Level Attribute
j.214L 3
j.214M 3
j.214H 3


  • Clash level: 2


  • Clash level: 2


  • Clash level: 2
  • Second part only comes out on hit

Skybound Art

Black Spear

236236H or 236S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236236H 2500→2000 All 7+4 Total 98 -39 HKD
236236[H] 100×1~11, 2500→2000 Mid×1~11, All 7+4 6×10,1 86 -39 HKD
  • Can be held for increased damage at close range. This increased damage window extends with technical input.
  • Leads into okizeme in the corner.
  • Can anti-air and catch a jumping opponent, in range of the super being held. The projectile is air-blockable.

Beelzebub creates a high-damaging vortex before releasing a fast projectile from it. The projectile destroys other projectiles, making it an excellent response to close to mid-range fireballs. Piercing projectiles such as  Eustace's Flamek Thunder+GBVS Eustace 46X.pngGuardAllStartup25~45RecoveryTotal 50~70Advantage+7[+18] [hold version] will destroy Black Spear however.

Version Level Attribute
236236H 4
236236[H] 4


  • Clash level: 20 (Easy), 25 (Technical)


  • Clash level: 20 (Easy), 25 (Technical)


214214H or 214S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3000→2500 Throw 13+0 2 71 HKD HKD
  • Invulnerable on startup, invul ends immediately after super flash.
  • Technical input does 3000 damage instead of 2500 - this damage is not affected by Overdrive.
  • Can be used on your wake-up if your opponent is right next to you, is risky due to an OS existing to escape it.
  • Can connect with close opponents in hitstun, for example after 22H, j.U and c.H(1). Does not connect with opponents in aerial hitstun.

Invulnerable command grab super which happens 0 frames post super flash, meaning it cannot be jumped or reversal'd on reaction. Best done after safejabs, setups and dash 2L or c.L. The opponent is absorbed and carried fullscreen, making Anthem useful both for escaping the corner and bringing people to the corner.

Level Attribute
0, 4
  • Clash level (second hit): 30 (Easy), 35 (Technical)
  • Second part only comes out on hit
  • Damage (Easy): 2500

Super Skybound Art

Chaos Legion

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4500→3500 Mid→All 8+7 6×5 39 -26 HKD
  • Summons forth pillars of thorns from the ground in a linear fashion, starting from close to Bubs and reaching until the end of the screen.
  • Hits the entire height of the stage.
  • Slow and can be dodged, making it a bad reversal.
  • The pillars are piercing projectiles, which means the entire move can be avoided by  Seox's Empty Hand+GBVS Seox 28H-2.pngGuardAllStartup32Recovery14Advantage-4 ~ +2
  • On cinematic hit, leads into okizeme. This okizeme is extended by using the technical input.

As far as SSBAs go, Chaos Legion is fairly standard. Despite it's height, the move having slower startup than 623X makes it a poor anti-air to use on reaction. The travel time on the thorns appearing is slow too, so it's much worse than 236236H at punishing projectiles from a distance. Higher commitment moves, such as  Avatar Belial's Wings BestowedGBVS Avatar Belial 22X.pngGuardStartupRecoveryTotal 75Advantage-. In a combo however, Chaos Legion does everything you want out of a high-damage super, complete with good okizeme and a superb low-damage window, making it excellent even when not connecting with the close-range window.

Level Attribute
  • Clash level: 30 (Easy), 35 (Technical)


Color 1
Color 2
Color 3
Color 4
GBVS Beelzebub Color 01.png
GBVS Beelzebub Color 02.png
GBVS Beelzebub Color 03.png
GBVS Beelzebub Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Beelzebub Color 05.png
GBVS Beelzebub Color 06.png
GBVS Beelzebub Color 07.png
GBVS Beelzebub Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Beelzebub Color 09.png
GBVS Beelzebub Color 10.png
GBVS Beelzebub Color 11.png
GBVS Beelzebub Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Beelzebub Color 13.png
GBVS Beelzebub Color 14.png
GBVS Beelzebub Color 15.png
GBVS Beelzebub Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Beelzebub Color 17.png
GBVS Beelzebub Color 18.png
GBVS Beelzebub Color 19.png
GBVS Beelzebub Color EX.png
GBVS Beelzebub Weapon 01.png
GBVS Beelzebub Weapon 02.png
GBVS Beelzebub Weapon 03.png
GBVS Beelzebub Weapon 04.png
GBVS Beelzebub Weapon 05.png
GBVS Beelzebub Weapon 06.png
GBVS Beelzebub Weapon 07.png
GBVS Beelzebub Weapon 08.png


To edit frame data, edit values in GBVS/Beelzebub/Data.

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